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mAAp Project / Re: Petrol
« on: Tuesday, August 27, 2013, 03:02:53 AM »
Make sure you get the updated meshes file or the houses won't have roofs on them.

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Love it.Well my though was that the military placed it there so they could get across and get a better position on the enemy. I wanted it to be a board to be more realistic but I couldn't actually find any in the meshes.
Except for that pole at the end of the video... where did that come from?
Tell me when you are done(ready to release) so that I can make a new SAI ImageThe layout isn't going to change anymore so you can make the image if you'd like.
Shipment the most laggest map in the game, it could be caused of the rain and the texture, or because its a small map and lots of players playing it, anyways can you guys get rid of it, or fix it? also i don't like petrol because its a big map that no one plays, not realistic at all...How so?
Are u guys thinking about adding new custom maps ?We don't have any lined up right now but that's certainly possible in the future. I know Spanky was working on a forest map. I'm not sure where he is on it though.
I was actually thinking this before I saw your post. I agree.Dockside doesn't have rain. I don't think any AA map does. I do love those moving trees though.
Killa, take a look at Dockside or Blizzard.
Its very clean, Which is good.As of right now I do have some fog/dust moving throughout the city. I want more but the problem is that it goes through BSP (so you have moving fog/dust in buildings) and I have yet to figure out how to stop that. I'll look into it again but I'm not promising anything. Thanks for the comment though.
Now add some atmosphere, Some fog maybe? or a sandstorm copied and pasted from sf sandstorm?
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.OK, now I'm confused. What do you mean by the lights in the room weren't lighting the walls at all? Once I took all the lights out, the other 3 walls went dark....
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.The problem wasn't that the other walls were too bright, it's that that wall wasn't being lit. At all. No matter how many lights I put up to it none of them would show on the wall. I'm well aware of the light bleed and I'm currently in the middle of redoing all of the lighting on the map.
Saved a copy of the fixed map to Dropbox so you can see.
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.Yeah it's already done. I deleted all the lights and set the ambient brightness and all the walls looked the same. I then placed a couple of spotlights to show some shadows. It's not ideal but it works.
But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?The zone is working properly as far as I can tell.
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.That worked fairly well. The shadows aren't that great buy oh well. I wish there was a way to fix it instead of just a work around but I guess that's unreal for you.
That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.It's the same texture as the rest of the walls in the room and the other walls are lit properly. No flags are selected in the surface properties menu either. I raised the light map to 1 and put it down to 128 and neither did anything. I'm out of ideas...